﻿'Imports System
'Imports System.Collections.Generic
Imports Microsoft.Xna.Framework
'Imports Microsoft.Xna.Framework.Audio
'Imports Microsoft.Xna.Framework.Content
'Imports Microsoft.Xna.Framework.GamerServices
'Imports Microsoft.Xna.Framework.Graphics
'Imports Microsoft.Xna.Framework.Input
'Imports Microsoft.Xna.Framework.Net
'Imports Microsoft.Xna.Framework.Storage
Imports GameEngine

Public Class MyGame
    Inherits Microsoft.Xna.Framework.Game

#Region " Fields "
    Private graphics As GraphicsDeviceManager
    Private gameManager As GameManager

#End Region

#Region " Initialization "

    Public Sub New()
        graphics = New GraphicsDeviceManager(Me)
        graphics.GraphicsProfile = Microsoft.Xna.Framework.Graphics.GraphicsProfile.HiDef
        Content.RootDirectory = "Content"

        ' Create the game manager component.
        gameManager = New GameManager(Me)
        Components.Add(gameManager)

        ' Activate the first screens.
        gameManager.AddScreen(New TestScreen(gameManager))

    End Sub

#End Region

#Region " Draw "

    ''' <summary>
    ''' This is called when the game should draw itself.
    ''' </summary>
    Protected Overrides Sub Draw(ByVal GameTime As GameTime)
        'graphics.GraphicsDevice.RenderState.DepthBufferEnable = True
        graphics.GraphicsDevice.Clear(Color.MediumSlateBlue)

        ' The real drawing happens inside the screen manager component.
        MyBase.Draw(GameTime)
    End Sub
#End Region

End Class